- camera follows the closest sub
- WIP "respawn shuttle" - submarine size affects its mass - electricity fixes
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@@ -109,6 +109,8 @@ namespace Barotrauma.Items.Components
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}
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}
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item.Submarine = newConnection.Item.Submarine;
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for (int i = 0; i < 2; i++)
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{
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if (connections[i] != null) continue;
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@@ -117,16 +119,18 @@ namespace Barotrauma.Items.Components
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if (!addNode) break;
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if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - item.Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - item.Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 0 && Nodes[0] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
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if (Nodes.Count > 1 && Nodes[Nodes.Count-1] == newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition) break;
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if (i == 0)
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{
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Nodes.Insert(0, newConnection.Item.Position - item.Submarine.HiddenSubPosition);
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Nodes.Insert(0, newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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}
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else
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{
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Nodes.Add(newConnection.Item.Position - item.Submarine.HiddenSubPosition);
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Nodes.Add(newConnection.Item.Position - newConnection.Item.Submarine.HiddenSubPosition);
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}
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@@ -184,7 +188,7 @@ namespace Barotrauma.Items.Components
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{
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if (Nodes.Count == 0) return;
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item.FindHull();
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//item.FindHull();
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//Vector2 position = item.Position;
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@@ -200,7 +204,11 @@ namespace Barotrauma.Items.Components
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// position.Y += item.CurrentHull.Rect.Y - item.CurrentHull.Rect.Height;
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//}
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newNodePos = RoundNode(item.Position, item.CurrentHull) - item.Submarine.HiddenSubPosition;
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Submarine sub = null;
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if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
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if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
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newNodePos = RoundNode(item.Position, item.CurrentHull) - sub.HiddenSubPosition;
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//if (Vector2.Distance(position, nodes[nodes.Count - 1]) > nodeDistance*10)
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//{
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@@ -407,7 +415,12 @@ namespace Barotrauma.Items.Components
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MapEntity.DisableSelect = true;
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//Nodes[(int)selectedNodeIndex] = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition)-Submarine.HiddenSubPosition+Submarine.Loaded.Position;
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Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - item.Submarine.HiddenSubPosition - item.Submarine.Position;// Nodes[(int)selectedNodeIndex];
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Submarine sub = null;
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if (connections[0] != null && connections[0].Item.Submarine != null) sub = connections[0].Item.Submarine;
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if (connections[1] != null && connections[1].Item.Submarine != null) sub = connections[1].Item.Submarine;
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Vector2 nodeWorldPos = GameMain.EditMapScreen.Cam.ScreenToWorld(PlayerInput.MousePosition) - sub.HiddenSubPosition - sub.Position;// Nodes[(int)selectedNodeIndex];
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nodeWorldPos.X = MathUtils.Round(nodeWorldPos.X, Submarine.GridSize.X / 2.0f);
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nodeWorldPos.Y = MathUtils.Round(nodeWorldPos.Y, Submarine.GridSize.Y / 2.0f);
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